World
Represents a 3D world with meshes, scene, camera, renderer, and other properties.
Extends
Properties
camera
camera:
BaseCamera
The base camera of the world.
dispose()
dispose: () =>
void
|Promise
<void
>
Destroys the object from memory to prevent a memory leak.
Returns
void
| Promise
<void
>
Inherited from
isDisposing
isDisposing:
boolean
Indicates whether the world is currently disposing. This is useful for cancelling logic that access the elements of a world (which are also disposed).
meshes
meshes:
Set
<Mesh
<BufferGeometry
<NormalBufferAttributes
>,Material
|Material
[],Object3DEventMap
>>
A set of meshes present in the world. This is taken into account for operations like raycasting.
onAfterUpdate
onAfterUpdate:
Event
<any
>
Actions that should be executed after updating the component.
Inherited from
onBeforeUpdate
onBeforeUpdate:
Event
<any
>
Actions that should be executed before updating the component.
Inherited from
onDisposed
readonly
onDisposed:Event
<any
>
Fired after the tool has been disposed.
Inherited from
renderer
renderer:
null
|BaseRenderer
The base renderer of the world. Can be null if this world doesn't use a renderer (e.g. in a backend environment).
scene
scene:
BaseScene
The base scene of the world.
uuid
uuid:
string
A unique identifier for the world.
Methods
update()
update(
delta
?):void
Function used to update the state of this component each frame. For instance, a renderer component will make a render each frame.
Parameters
Parameter | Type |
---|---|
delta ? | number |
Returns
void